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Revert "Add UID support to GDScript files"

This reverts commit c7f68a27ec.

We still think GDScript files need UIDs to allow safe refactoring,
but we're still debating what form those should take exactly.

So far there seems to be agreement that it shouldn't be done via an
annotation as implemented here, so we're reverting this one for now,
to revisit the feature in a future PR.
This commit is contained in:
Rémi Verschelde
2024-01-29 21:00:26 +01:00
parent fa48a51183
commit 745f8e112f
15 changed files with 15 additions and 307 deletions

View File

@@ -736,8 +736,6 @@ public:
IdentifierNode *identifier = nullptr;
String icon_path;
String simplified_icon_path;
String uid_string;
Vector2i uid_lines = Vector2i(-1, -1);
Vector<Member> members;
HashMap<StringName, int> members_indices;
ClassNode *outer = nullptr;
@@ -1320,7 +1318,6 @@ private:
friend class GDScriptAnalyzer;
bool _is_tool = false;
bool _has_uid = false;
String script_path;
bool for_completion = false;
bool panic_mode = false;
@@ -1476,7 +1473,6 @@ private:
static bool register_annotation(const MethodInfo &p_info, uint32_t p_target_kinds, AnnotationAction p_apply, const Vector<Variant> &p_default_arguments = Vector<Variant>(), bool p_is_vararg = false);
bool validate_annotation_arguments(AnnotationNode *p_annotation);
void clear_unused_annotations();
bool uid_annotation(const AnnotationNode *p_annotation, Node *p_target, ClassNode *p_class);
bool tool_annotation(const AnnotationNode *p_annotation, Node *p_target, ClassNode *p_class);
bool icon_annotation(const AnnotationNode *p_annotation, Node *p_target, ClassNode *p_class);
bool onready_annotation(const AnnotationNode *p_annotation, Node *p_target, ClassNode *p_class);